• Title/Summary/Keyword: Reality Convergence

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The Evolution of Festival Culture of Using the XR Technology (XR 기술을 활용한 축제 문화의 진화)

  • Lee Yong Il;Park Seon Hwa
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.669-674
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    • 2024
  • Up to now, domestic festival culture has been continued by traditional way, so it has been continued to the thema of local traditional culture after the stage of promoting the local agricultural products and marine products. Recently, a newscaster was replaced by the AI newscaster of using AI technology, and what was more AI technology is used to the election campaign. Also, in the university and local festival, VR and XR technologies have been used. To prove the fact that XR technologies could be used in the military training, XR technologies were applied to the military training program. It is expected that these VR and XR technologies will be applied to not only the military training, but also various areas, and change the festival culture with the new trend. In this study, we proved that the XR technologies could be applied to the festival culture.

Comparative Study of 3D Gen-AI Platform for Spatial Computing (공간 컴퓨팅 적용을 위한 3D 생성 AI 플랫폼 비교 연구)

  • Donghee Suh
    • Journal of Industrial Convergence
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    • v.22 no.10
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    • pp.37-45
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    • 2024
  • This study aims to compare and analyze the functionality and efficiency of 3D generation AI platforms to evaluate their practical applicability in the 3D content creation process and suggest improvement directions. A total of nine platforms were researched using search, and four platforms were selected based on their utilization of the latest technology, compatibility, and user accessibility. We used the same prompts to create 3D objects on each platform and analyzed the results, focusing on whether they were customizable, beneficial for creating immersive content, efficient in production, free to test, or good value for money. The results showed that Meshy and Tripo performed well with fast generation speeds and efficient polygon optimization, while Spline offered a wide range of media application capabilities but was limited in quality. We found that different 3D generation AI platforms are suitable for different production pipelines and user needs. This study provides practitioners interested in 3D content creation with a practical guide for platform selection and provides insights into the future direction of 3D generative AI technology, which will contribute to future research and industrial applications.

Game Content Design for Raising Endangered Species as Companion Animal based on Augmented Reality (증강현실 기반 멸종위기종 반려동물 게임 콘텐츠 설계)

  • Soo-Been Yang;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.5
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    • pp.735-742
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    • 2024
  • Respectful Recognition of Life is a broad concept that includes a mindset that values oneself, others, animals and plants, does not harm them, and protects the environment. Prior research examined the relationship between companion animals and the perception of respect for life. In this study, we investigated and analyzed whether the development of interactive game content with virtual pets in augmented reality has the effect of improving the perception of respect for life. To this end, six contents were developed by referring to the daily routine of a panda keeper, an endangered species. As a result of the experiment, it was confirmed that the effect of recognizing respect for life is similarly applied to the interaction with virtual pets, and it is expected that it will be able to satisfy the needs of users who want to keep endangered species as pets.

ICT Trend Analysis Based on Research Papers and Patents (논문 및 특허 기반의 ICT 동향 분석 연구)

  • Son, Yeonbin;Kim, Solha;Choi, Yerim
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.1-18
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    • 2021
  • ICT is the main driving force of Korea's economic growth. Korea has the world's best ICT competitiveness, and several policies are being implemented to maintain it. However, for successful policy implementation, it is crucial to understand ICT trends accurately. Therefore, this study analyzes the trends of 18 core technologies in the ICT field. In particular, the degree of scientific development and commercialization by technology are investigated through research paper analysis and patent analysis, respectively. Then, the trends shown by document type are compared based on the two analysis results. As a result, artificial intelligence and virtual reality are at the stage where commercialization is actively taking place after scientific development, and at the same time, since research is being conducted, it is expected to develop continuously. On the other hand, quantum computer and implantable device are in the basic research stage. It is necessary to understand the current research status and determine the direction of future support. The results of the ICT trend analysis conducted in this study can be used as a criterion for determining the future direction of Korean policy.

Predicting Sensitivity of Motion Sickness using by Pattern of Cardinal Gaze Position (기본 주시눈 위치의 패턴을 이용한 영상멀미의 민감도 예측)

  • Park, Sangin;Lee, Dong Won;Mun, Sungchul;Whang, Mincheol
    • Journal of the Korea Convergence Society
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    • v.9 no.11
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    • pp.227-235
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    • 2018
  • The aim of this study is to predict the sensitivity of motion sickness (MS) using pattern of cardinal gaze position (CGP) before experiencing the virtual reality (VR) content. Twenty volunteers of both genders (8 females, mean age $28.42{\pm}3.17$) participated in this experiment. They was required to measure the pattern of CGP for 5 minute, and then watched VR content for 15 minute. After watching VR content, subjective experience for MS reported from participants using by 'Simulator Sickness Questionnaire (SSQ)'. Statistical significance between CGP and SSQ score were confirmed using Pearson correlation analysis and independent t-test, and prediction model was extracted from multiple regression model. PCPA & PCPR indicators from CGP revealed significantly difference and strong or moderate positive correlation with SSQ score. Extracted prediction model was tested using correlation coefficient and mean error, SSQ score between subjective rating and prediction model showed strong positive correlation and low difference.

A Study on the Use Pattern of Yun Dong-Ju in the movie (영화 <동주>(2015)에 표상된 윤동주 시 활용양상 연구)

  • Son, Mi-young
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.2
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    • pp.59-65
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    • 2019
  • This study examines how cinematic texts are used in movies through Lee Jun-ik's 2015 film, and what narrative and visual effects are obtained through them. This film portrays poet Yun Dong-ju as a central figure and chooses to reconstruct his life. The movie, , used Yun's poetry as a device to maximize the lyricism of the film and to suggest a change in the fate of the character and the inside. In other words, uses Yun Dong-ju's poetry to aesthetically express the inner change of the characters in the film and the sensitivity of the film. Through this, I visualize Yun Dong-ju as poet Yun Dong-ju, a poet who was stuffed in literary books, as a normal literary youth. It is also a reminder of the weight of the reality that the present youth is experiencing and the problem of an individual living in history. In this respect, the movie is a major text that depicts the poetry and poetry of the time, and the age of poet through the media. 'Poetry' as the text of the text delivered with the image maximized the lyricism of the image and led to high aesthetic achievement. Through poetry and poetry, it can be regarded as the main text approaching the problems of history, individual, literature and reality.

A Study on the Document viewer optimized for VR environment (VR 환경에 최적화 된 문서 뷰어에 관한 연구)

  • Joo, Yong-Ho;Kim, Sang-Mok;Cho, Ok-Hue
    • Journal of the Korea Convergence Society
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    • v.12 no.5
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    • pp.139-145
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    • 2021
  • Through this study, we intend to study user satisfaction in order to verify whether there is a need for full-scale research, development and commercialization of document viewers in a VR environment. VR content consists of realistic 3D graphics and 360-degree video, and provides a synesthesia experience and immersion. We developed and tested a VR document viewer prototype that can utilize this concept as a document viewing system. It can act as a viewer that provides an interactive viewing environment according to the user's body interaction and the direction of the field of view, and it can be said that the feature of VR document viewer is that it can draw the user's high level of immersion and concentration when using the viewer. The developed prototype was tested in a test group consisting of 100 VR experiences and device owners for about 1 hour and 3 days a day, and then a questionnaire survey in the form of a fixed selection question was conducted. This study is a prototype study of a document viewer suitable for a virtual reality environment, and can lead to a sense of immersion when reading a document, and suggest a new document viewer direction that is effective for visual fatigue and visual perception of the document.

A Study on Metaverse Construction Based on 3D Spatial Information of Convergence Sensors using Unreal Engine 5 (언리얼 엔진 5를 활용한 융복합센서의 3D 공간정보기반 메타버스 구축 연구)

  • Oh, Seong-Jong;Kim, Dal-Joo;Lee, Yong-Chang
    • Journal of Cadastre & Land InformatiX
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    • v.52 no.2
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    • pp.171-187
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    • 2022
  • Recently, the demand and development for non-face-to-face services are rapidly progressing due to the pandemic caused by the COVID-19, and attention is focused on the metaverse at the center. Entering the era of the 4th industrial revolution, Metaverse, which means a world beyond virtual and reality, combines various sensing technologies and 3D reconstruction technologies to provide various information and services to users easily and quickly. In particular, due to the miniaturization and economic increase of convergence sensors such as unmanned aerial vehicle(UAV) capable of high-resolution imaging and high-precision LiDAR(Light Detection and Ranging) sensors, research on digital-Twin is actively underway to create and simulate real-life twins. In addition, Game engines in the field of computer graphics are developing into metaverse engines by expanding strong 3D graphics reconstuction and simulation based on dynamic operations. This study constructed a mirror-world type metaverse that reflects real-world coordinate-based reality using Unreal Engine 5, a recently announced metaverse engine, with accurate 3D spatial information data of convergence sensors based on unmanned aerial system(UAS) and LiDAR. and then, spatial information contents and simulations for users were produced based on various public data to verify the accuracy of reconstruction, and through this, it was possible to confirm the construction of a more realistic and highly utilizable metaverse. In addition, when constructing a metaverse that users can intuitively and easily access through the unreal engine, various contents utilization and effectiveness could be confirmed through coordinate-based 3D spatial information with high reproducibility.

Effects of Virtual Reality Images on Body Stability : Focused on Hand Stability (VR 영상이 신체 안정성에 미치는 영향 : 손 안정성을 중심으로)

  • Han, Seung Jo;Kim, Sun-Uk;Koo, Kyo-Chan;Lee, Kyun-Joo;Cho, Min-Su
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.391-400
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    • 2017
  • The purpose of this paper is to present the effect of image stimulation on body stability as a conceptual model and to investigate the effect of image stimulus(2D, VR) on body stability(hand stability) through experiments Recently, stereoscopic images such as virtual and augmented reality are combined with smart phones and exercise equipments, and the diffusion is becoming active. The possibility of a safety accident or human error is also increasing as it temporarily affects the balance of the body and hand stability after the image stimulus is removed. The conceptual model is presented based on the results of previous studies. Based on the experimental results, the conceptual model has been explained in combination with the human information processing process and cognitive resource models that take place in the brain. Twenty subjects were exposed to 2D and VR stimuli, and display fatigue was measured by cybersickness questionnaire and hand stability by hand steadiness tester. Experimental results show that VR images induce higher display fatigue and lower hand stability than 2D. In this study, it is meaningful that hand stability according to image type and display fatigue level which have not been tried yet is revealed through conceptual model and experiment.

Using the X-ray Image, Augmented Reality based electrocardiogram measurement system Development (X-ray 이미지를 활용한 증강현실 기반 심전도 측정시스템 개발)

  • Lee, Kwang-In;Jang, Jin-Soo;Lee, Tae-Ro
    • Journal of Digital Convergence
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    • v.14 no.9
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    • pp.331-339
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    • 2016
  • Chronic diseases are increasing nowadays as daily habits changed due to economic growth. Among chronic diseases, heart cerebrovascular disease is one of the major causes of death in South Korea that accounts for approximately 20% of mortality. Tests to measure anomaly of the heart is ECG tests, which measures and analyzes the electrical heart activity. Any mistakes in lead attachment location critically affects ECG testings, and statistical facts showed that only 2.8% of the nurses properly located leads to patients. As a solution, this paper proposes a system based on a projection-based augmented reality technology to generate X-ray images to the patient's chest to point out exact attachment locations of ECG leads. Evaluation comparison results showed a 2.6 cm difference between the conventional system and the proposed system. ECG test results also showed significant signal differences between the systems in leads V1, V2, and V3. The ECG measured accurately by the proposed system would help greatly in patient management and clinical decisions of clinicians.